Files
MonoGame.Extended/Source/MonoGame.Extended.Particles/ParticleEffect.cs
T
Dylan WilsonandGitHub 799b1edb06 Particles data driven (#388)
* yay, a start on data driven particles

* added data driven support for all particle profiles

* pretty much finished all of the particle serialization code

* resolved an inconsistency with the interpolators
2017-05-09 23:48:29 +10:00

71 lines
2.0 KiB
C#

using System.IO;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using MonoGame.Extended.Particles.Serialization;
using MonoGame.Extended.Serialization;
using Newtonsoft.Json;
namespace MonoGame.Extended.Particles
{
public class ParticleEffect
{
public ParticleEffect()
{
Emitters = new ParticleEmitter[0];
}
public string Name { get; set; }
public ParticleEmitter[] Emitters { get; set; }
public int ActiveParticles => Emitters.Sum(t => t.ActiveParticles);
public void FastForward(Vector2 position, float seconds, float triggerPeriod)
{
var time = 0f;
while (time < seconds)
{
Update(triggerPeriod);
Trigger(position);
time += triggerPeriod;
}
}
public static ParticleEffect FromFile(ITextureRegionService textureRegionService, string path)
{
using (var stream = TitleContainer.OpenStream(path))
{
return FromStream(textureRegionService, stream);
}
}
public static ParticleEffect FromStream(ITextureRegionService textureRegionService, Stream stream)
{
var skinSerializer = new ParticleJsonSerializer(textureRegionService);
using (var streamReader = new StreamReader(stream))
using (var jsonReader = new JsonTextReader(streamReader))
{
return skinSerializer.Deserialize<ParticleEffect>(jsonReader);
}
}
public void Update(float elapsedSeconds)
{
foreach (var e in Emitters)
e.Update(elapsedSeconds);
}
public void Trigger(Vector2 position, float layerDepth = 0)
{
foreach (var e in Emitters)
e.Trigger(position, layerDepth);
}
public void Trigger(LineSegment line)
{
foreach (var e in Emitters)
e.Trigger(line);
}
}
}